1/////////////////////////////////////////////////////////////////////////////////// 2/// OpenGL Mathematics (glm.g-truc.net) 3/// 4/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) 5/// Permission is hereby granted, free of charge, to any person obtaining a copy 6/// of this software and associated documentation files (the "Software"), to deal 7/// in the Software without restriction, including without limitation the rights 8/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9/// copies of the Software, and to permit persons to whom the Software is 10/// furnished to do so, subject to the following conditions: 11/// 12/// The above copyright notice and this permission notice shall be included in 13/// all copies or substantial portions of the Software. 14/// 15/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 21/// THE SOFTWARE. 22/// 23/// @ref core 24/// @file glm/core/dummy.cpp 25/// @date 2011-01-19 / 2011-06-15 26/// @author Christophe Riccio 27/// 28/// GLM is a header only library. There is nothing to compile. 29/// dummy.cpp exist only a wordaround for CMake file. 30/////////////////////////////////////////////////////////////////////////////////// 31 32#define GLM_FORCE_RADIANS 33#define GLM_MESSAGES 34#include "../glm.hpp" 35#include <limits> 36 37struct material 38{ 39 glm::vec4 emission; // Ecm 40 glm::vec4 ambient; // Acm 41 glm::vec4 diffuse; // Dcm 42 glm::vec4 specular; // Scm 43 float shininess; // Srm 44}; 45 46struct light 47{ 48 glm::vec4 ambient; // Acli 49 glm::vec4 diffuse; // Dcli 50 glm::vec4 specular; // Scli 51 glm::vec4 position; // Ppli 52 glm::vec4 halfVector; // Derived: Hi 53 glm::vec3 spotDirection; // Sdli 54 float spotExponent; // Srli 55 float spotCutoff; // Crli 56 // (range: [0.0,90.0], 180.0) 57 float spotCosCutoff; // Derived: cos(Crli) 58 // (range: [1.0,0.0],-1.0) 59 float constantAttenuation; // K0 60 float linearAttenuation; // K1 61 float quadraticAttenuation;// K2 62}; 63 64 65// Sample 1 66#include <glm/vec3.hpp>// glm::vec3 67#include <glm/geometric.hpp>// glm::cross, glm::normalize 68 69glm::vec3 computeNormal 70( 71 glm::vec3 const & a, 72 glm::vec3 const & b, 73 glm::vec3 const & c 74) 75{ 76 return glm::normalize(glm::cross(c - a, b - a)); 77} 78 79typedef unsigned int GLuint; 80#define GL_FALSE 0 81void glUniformMatrix4fv(GLuint, int, int, float*){} 82 83// Sample 2 84#include <glm/vec3.hpp> // glm::vec3 85#include <glm/vec4.hpp> // glm::vec4, glm::ivec4 86#include <glm/mat4x4.hpp> // glm::mat4 87#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective 88#include <glm/gtc/type_ptr.hpp> // glm::value_ptr 89void func(GLuint LocationMVP, float Translate, glm::vec2 const & Rotate) 90{ 91 glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.f); 92 glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate)); 93 glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f)); 94 glm::mat4 View = glm::rotate(ViewRotateX, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f)); 95 glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f)); 96 glm::mat4 MVP = Projection * View * Model; 97 glUniformMatrix4fv(LocationMVP, 1, GL_FALSE, glm::value_ptr(MVP)); 98} 99 100// Sample 3 101#include <glm/vec2.hpp>// glm::vec2 102#include <glm/packing.hpp>// glm::packUnorm2x16 103#include <glm/integer.hpp>// glm::uint 104#include <glm/gtc/type_precision.hpp>// glm::i8vec2, glm::i32vec2 105std::size_t const VertexCount = 4; 106// Float quad geometry 107std::size_t const PositionSizeF32 = VertexCount * sizeof(glm::vec2); 108glm::vec2 const PositionDataF32[VertexCount] = 109{ 110 glm::vec2(-1.0f,-1.0f), 111 glm::vec2( 1.0f,-1.0f), 112 glm::vec2( 1.0f, 1.0f), 113 glm::vec2(-1.0f, 1.0f) 114 }; 115// Half-float quad geometry 116std::size_t const PositionSizeF16 = VertexCount * sizeof(glm::uint); 117glm::uint const PositionDataF16[VertexCount] = 118{ 119 glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, -1.0f))), 120 glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, -1.0f))), 121 glm::uint(glm::packUnorm2x16(glm::vec2( 1.0f, 1.0f))), 122 glm::uint(glm::packUnorm2x16(glm::vec2(-1.0f, 1.0f))) 123}; 124// 8 bits signed integer quad geometry 125std::size_t const PositionSizeI8 = VertexCount * sizeof(glm::i8vec2); 126glm::i8vec2 const PositionDataI8[VertexCount] = 127{ 128 glm::i8vec2(-1,-1), 129 glm::i8vec2( 1,-1), 130 glm::i8vec2( 1, 1), 131 glm::i8vec2(-1, 1) 132}; 133// 32 bits signed integer quad geometry 134std::size_t const PositionSizeI32 = VertexCount * sizeof(glm::i32vec2); 135glm::i32vec2 const PositionDataI32[VertexCount] = 136{ 137 glm::i32vec2 (-1,-1), 138 glm::i32vec2 ( 1,-1), 139 glm::i32vec2 ( 1, 1), 140 glm::i32vec2 (-1, 1) 141}; 142 143struct intersection 144{ 145 glm::vec4 position; 146 glm::vec3 normal; 147}; 148 149/* 150// Sample 4 151#include <glm/vec3.hpp>// glm::vec3 152#include <glm/geometric.hpp>// glm::normalize, glm::dot, glm::reflect 153#include <glm/exponential.hpp>// glm::pow 154#include <glm/gtc/random.hpp>// glm::vecRand3 155glm::vec3 lighting 156( 157 intersection const & Intersection, 158 material const & Material, 159 light const & Light, 160 glm::vec3 const & View 161) 162{ 163 glm::vec3 Color(0.0f); 164 glm::vec3 LightVertor(glm::normalize( 165 Light.position - Intersection.position + 166 glm::vecRand3(0.0f, Light.inaccuracy)); 167 168 if(!shadow(Intersection.position, Light.position, LightVertor)) 169 { 170 float Diffuse = glm::dot(Intersection.normal, LightVector); 171 if(Diffuse <= 0.0f) 172 return Color; 173 if(Material.isDiffuse()) 174 Color += Light.color() * Material.diffuse * Diffuse; 175 if(Material.isSpecular()) 176 { 177 glm::vec3 Reflect(glm::reflect( 178 glm::normalize(-LightVector), 179 glm::normalize(Intersection.normal))); 180 float Dot = glm::dot(Reflect, View); 181 float Base = Dot > 0.0f ? Dot : 0.0f; 182 float Specular = glm::pow(Base, Material.exponent); 183 Color += Material.specular * Specular; 184 } 185 } 186 return Color; 187} 188*/ 189int main() 190{ 191 return 0; 192} 193